Ball with Liquid physics

As title says, I am currently making a Liquid physics with “Ball” shaped Parts.

Video


video link : https://youtu.be/BavE1S6E_Vw ( incase of video above getting expired )

Currently I’ve only made the liquid spreading physics.
What should I add more for liquid physics?

4 Likes

Imo to make it more realistic, you should:

  • Increase the fall speed of the sphere(s) (maybe do it with a relation to the mass of the sphere)
  • Add a splash effect when the sphere collides

You can look at reference videos or test it yourself.

2 Likes

I agree with this. The only unrealistic part is the falling speeds. Everything falls at the same speed since
g = m * d
Even if the mass is greater it falls at the same speed, also look at real water as an example. Small detail, but something to note.

1 Like

Thanks for @Doomcolp and @SilentSuprion .

I will first try to add a splash effect.
But, I want to ask you guys, Would it be better with particle emitters or doing it with many ball parts would be better? ( splash effect )

Doing particle emitters is easier but it may not have that sand texture unless you have a custom TextureId. On the other hand, doing it with many ball parts would look better at the cost of performance (spawning many parts at once) and a ton of scripting.

Please rate after seeing the video

  • ParticleEmitter Splashing
  • Ball Parts Splashing

0 voters

The ParticleEmitter did not have that “splash” feel, but it is possible.

To be honest, I am bad at ParticleEmitters, so I couldn’t make a proper splash effect with ParticleEmitter.

1 Like


Adjusted ParticleEmitter splash, is it fine?

2 Likes

Honestly, i prefer ball parts because you can add liquid physics to them too and make realistic behaviour. (note the ball parts from splash effect shouldn’t have splash effect obviously)

i haven’t tested this obviously but you can test it and let’s see if it works.

I think it looks pretty nice so far! Polish it and maybe add colors (if you’re going for a “watery look”).

The ball parts do look at bit better than the ParticleEmitter in my opinion but obviously if you add more it’s gonna be obviously less performant than the ParticleEmitter (from what I can assume)

I’ve tried creating some physics like this in WebGL but it didn’t go so good lol

Thanks for the reply!

I will try to add splash liquid physics to the ball parts too.

Ball Parts will have their color and material same as the original liquid ball.
Also in performance, I also think It would be bit bad than ParticleEmitter, but currently I couldn’t find a way to make particleEmitter watery, or have bounce physics, so I will use BallParts for now.

1 Like

I think ParticleEmitters can’t have bounce physics, or any physic-related thing (unless for wind physics support and drag :neutral_face:)

You could change the Velocity property of the particle emitter and bonus, you could choose an EasingStyle and editing the Velocity on a graph. Yes there no actual physics but the Velocity essentially simulates it

And also here’s something similar to what I was talking about / making:

https://madebyevan.com/webgl-water/

(Try dragging the sphere and making it collide with the water and look below the surface of the water)

I miswrote

Thanks for the reply!
I will try to add splash liquid physics to the ball parts too.

It was supposed to be

Thanks for the reply!
I will try to add splash liquid physics to the ball parts. (not “too”, I can’t add physics to particles)

To be honest, I can make bouncing velocity with particleEmitters, but reason Im not using it is because I can’t make another ball splash physics. ( the physics with splashing balls )

blender water physics be like:

ok, apart from jokes, where did you get this from?

did you make it? it looks cool :smile:

1 Like

Fixed water splash effect ( Ball Parts )

  • Better
  • Same
  • Worse

0 voters

1 Like

Nope! It was too much math!

Wasn’t joking lol. I discovered it from a YouTube video